.. This describes message audio .. include:: /includes/standard.rst .. IMPORTANT:: This section applies to SCI 1.1 only ================ Message Speech ================ With the advent of CD-ROMs, Sierra's SCI games began including spoken text. |scicomp|'s SCI 1.1 template game fully supports this, including the ability to automatically generate lip-sync data. .. toctree:: :maxdepth: 2 recording lipsync audiofiles Quick start =========== Ideally, adding speech for a message entry is as simple as 1-2-3: 1. Select a message entry. 2. Press the record button and speak into your microphone with your best narrator/actor voice, then press stop when done. 3. If this is for a Talker, press the Quick Lip Sync button to automatically generate lip-sync data. .. TIP:: The F10, F11 and F12 keys can be used to trigger play, stop, and record functionality. .. image:: /images/SpeechLipSyncSection.png You can of course also import a .wav file to use for a message entry. In reality, there are some important things to be aware of. It is suggested you read the sections on :doc:`audio recording ` and :doc:`lip-syncing `. Notes ===== Messsage audio and lip-sync data are not included directly in Message resources. Instead, message audio and lip-sync data are separate resources known as audio36 and sync36, and are associated with specific message entries based on the module(room)/noun/verb/condition/sequence tuple. This means that of any of those values change, the audio36/sync36 resources need to be saved under a new name. |scicomp| handles all this automatically for you, but it is something to keep in mind. The message editor does not support undo/redo functionality because of the necessity of keeping the message resource and its associated audio367/sync36 resources in sync.